Through is an RPG with a focus on tactical combat and resource management. It is heavily inspired by other Roguelikes. However, Through carries some key differences. There is a large focus on accessibility and ease of use as well as simplicity and transparent design (for instance, your character only has a Strength and Intelligence stat). If you're looking for a deep RPG system thats easy to pick-up and play but difficult to master, give Through a shot. Open Source Art Credits: Oryx: Characters, tilesets | Atuun: Menu Music | Aaron P: Floor 1-5 music | Craig Stern: Floor 6-10 music | cheapshot: Floor 11-15 music | Ails: Icons and Items art
There were two main goals with patch 2.3: Get the difficulty a bit spikier and to make playing a caster require a bit more tactical challenge.
I addressed the first goal with a Vaults. Vaults are rooms hidden behind doors on most floors. Each one is either a monster or treasure vault. Monster vaults contain a challenging encounter with an elite monster and his cronies. Treasure vaults contain a bunch of items, including an elite. The number of treasures vs. monster vaults evens out enough to allow some intense difficulty spikes without bringing the game into unfair territory. But you will have to play on your toes a bit more.
I tackled the next goal in a bunch of ways. The first and most obvious is a whole gamut of new enemies. 4 in total. Each one tailored towards making life more difficult for ranged characters. For instance, the Spirit pulls characters towards him. The Other teleports adjacent to characters. The Illithid will disable your character. Each of these enemies provides a distinct challenge to melee characters as well. But they’re tailored to get mage players into the tactical positioning strategic level of the game as well. Next, I added Magic Resistance. This requires a separation of all damage types into either magical or physical damage. Physical damage works like it always has: it’s reduced on hit by the damaged characters defense value. Magical damage is no longer reduced by defense (so those stoneskin postions won’t help you with Demonologists and Flaming Skulls anymore). Instead, characters can get Magic Resist which gives the character a chance to completely nullify incoming magic damage.
There’s now three types of shields in the game to compensate for this defense change. Steel shields have the highest defense, but provide no magic resistance; emerald shields provide lots of magic resistance but no defense; onyx shields sit somewhere in between, with a small amount of defense and magic resistance. All shields also require a lot of strength to equip. This means high strength melee focused characters will have a great source of magic resistance, but casters will have a lot of trouble defending from magic attacks.
Many of the enemies old and new now have magic resistance as well. This will make the casters job of figuring out who to take out first considerably more complicated. The goal is for this to add tactical tension to playing a caster throughout the game.
Detailed Changelist:
-Lots of UI tweening polish
-Rewrote item spawning system to be more easily extensible
-Rewrote damage system to support Physical and Magical damage distinction
-Added Emerald Shield, a shield focused on magic resist
-Added Onyx Shield, a shield balanced between magic resist and defense
-Renamed Shield to Steel Shield, rebalanced to focus on defense.
-Made Elite enemies substantially harder
-Rebalanced a few enemies to have magic resist, making them more threatening to intelligence focused characters
-Flaming Skull idle anim polished
-All status effects now have mouse over descriptions
-Fixed fire trip and altar of pain bug that caused the game to randomly stop playing.
-Added Monster Vaults
-Added Treasure Vaults
-New enemy: spirit (+elite)
-New enemy: spider (+elite)
-New enemy: other (+elite)
-New enemy: illithid (+elite)
-Added stupidify effect
-Reduced normal item placement to compensate for extra items from treasure rooms, encouraging players to take the risk of entering vaults.
-Removed the ability to alchemize elite items into new elite items. Alchemy does not produce elite items anymore (except in extremely rare circumstances).
-Changed mouse input to allow holding mouse button while enemies are near but cancel generated paths, making input a little more lenient when near enemies.
This version adds a few new features: Elite enemies, elite items, and 3 new classes. It is also includes a series of bug fixes and balance changes.
A new Through release rebuilt in a new engine with every element closely reexamined.
This update adds class and race selection to the character creation process.
Version 2.3 of Through adds vaults, new enemies, and magic resistance! This is the downloadable version for Windows users.
Version 2.3 of Through adds vaults, new enemies, and magic resistance! This is the downloadable version for Mac users.
2.2 brings elite monsters, elite items, and a few new classes, as well as a series of balance changes and bug fixes.
2.2 brings elite monsters, elite items, and a few new classes, as well as a series of balance changes and bug fixes. This is the first mac downloadable...
Newest version of Through adds altars and ghosts and removes the food clock. Check out the news for a more detailed description of the new features. Head...
A complete rewrite of the game in a new engine. Totally rebalanced, new abilities, new items, and new monsters. If you liked it before, it's more of what...
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I really love this game. :D
Finally got a chance to try this out. I really dig the minimalism. I enjoyed the tactics provided by the different choices of wands and spells.
Looks real nice.
May I ask which or what 2D toolkit did you use to create this?
I used the Unity engine and wrote my own 2D code to display it. I figured if I had time later to clean up my code, I may try and make it open-source, so I wanted all of the code to be open-source or written by me so I could.
Ahh cool the open source would be nice. I was looking for some 2D toolkits for Unity3D that were free.
I've used RagePixel before, but it was discontinued so I stopped using it.
Through 2.3 is now up for authorization. Should be available soon!
Are the sprites by Oryx?
requiring luck is half the fun! this is a roguelike after all.
this game is awesome. one problem with the latest patch is that food is completely worthless. it should either be removed entirely or given a use. also, witch is clearly the most powerful class do to its power of even on the most powerful difficulty killing everything in site with its wands. the alcemy ability plus high int allow you to build up an incredible supply of wands, and poison wands can kill anything. i think you could make melee builds more viable by making more weapons and shields, more powerful ones being found at higher levels. with more powerful melee weapons, melee builds could be as powerful as witches.
Thanks ersan! I really appreciate the in depth feedback. I accidentally left in the starting food, but it will definitely be removed in the next patch. I agree with you that melee builds need to be more viable in the mid to late game. Powerful late weapon drops is a good idea, but I worry about putting in something like that that requires a lucky drop. I'll see what I can come up with. If you have any more suggestions or thoughts, please post them here or email me (willswannack@gmail.com).